| FWIW, although Netscape is effectively locked out, I have found that
using Internet Explorer (v.5; I am running Windows2000) I can
sucessfully step through the ftp...dream directories and download files.
You have to right-click on the file, and then select 'copy to folder'.
Drag+drop also seems to work. Double-clicking to access a file does not
work. So presumably the methods that are working cause I.E to appear
more like a classic ftp client.
So, despite their best efforts, the powers that be have not managed to
lock out Microsoft entirely. Should we be worried?
Richard Dobson
Varga István wrote:
>
> Netscape and IE cannot connect to the bath server, while I am able to
> download files using FAR manager, or other ftp client programs
--
Test your DAW with my Soundcard Attrition Page!
http://wkweb5.cableinet.co.uk/rwd (LU: 17th September 1999)
CDP: http://www.bath.ac.uk/~masjpf/CDP/CDP.htm (LU: 14th June 1999)
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Date: Thu, 07 Oct 1999 13:06:14 -0500
From: Stan Olejarz
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Subject: designing an instrument
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Just curious as to what creative procedure is best used to create an
instrument? Would one (a)- create the timbre of the instrument first,
and if so how would one go about this? Would your instrument be focused
around fuunction statements or sound generators such as foscil, buzz,
etc.?
Any insight would be gratefully appreciated
Stan Olejarz
Toronto,Canada
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From: Thomas Judson
To: csound@maths.ex.ac.uk
Subject: Help with F statements
Date: Thu, 07 Oct 1999 14:32:23 EDT
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Hi everyone,
My name is Thomas Judson and I'm new to Csound. I was wondering where
would be a good place to look for help designing f tabels and wave shapes.
Right now I'm working on the Chowning Instruments (coverting from flowchart)
and I'm having a hard time figuring out how to design my tables to make the
proper sound. Some people have told me the f statements to use, but I would
perfer to figure it out on my own so that I may later design my own
instruments without worrying about the wave table.
Any help would be welcome.
Thanx,
Tohm Judson
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
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Date: Thu, 07 Oct 1999 16:36:42 +0200
From: Gabriel Maldonado
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Subject: Re: [mpoirier@virtu.sar.usf.edu: 2 real-time Csound questions]
References:
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I suggest you to use DirectCsound, if you are using Windows 95/98. With
DirectCsound it is possible to have real-time sound output during
instrument rendering & have that sound written to a file at the same
time (see documentation). Another way to do this is to use the fout
opcode (see manual).
The controller opcodes are ctrl7 (see manual). initc7 only initializes
its value.
--
Gabriel Maldonado
http://web.tiscalinet.it/G-Maldonado
jpff@maths.bath.ac.uk wrote:
>
> ------- Start of forwarded message -------
> Date: Wed, 06 Oct 1999 21:02:53 -0400
> From: Marc 3 Poirier
> Subject: 2 real-time Csound questions
>
> Hello. I am a novice at real-time Csound & have a couple of questions:
>
> 1) Is it possible to have real-time sound output during instrument
> rendering & have that sound written to a file at the same time?
> 2) I want to use two controllers on my MIDI keyboard as my realtime
> inputs. What exactly do I have to do to do this? I have included these
> controller initializing statements in my ORC file (although I don't know
> whether they are necessary):
>
> initc7 imidchan, imodwheel, 0
> initc7 imidchan, ivolume, 0
>
> (In my ORC file, "imidchan" = 1, "imodwheel" = 1, & "ivolume" = 7.) I also
> included the -M flag in the command line when compiling in Consound. After
> it, I put "sbmidi" because the Csound help file says:
>
> - -M dnam read MIDI realtime events from device 'dnam' (must be sbmidi)
>
> Csound crashes every time I run this instrument. When I render it in
> Winsound, there is a box for "MIDI Device" in the "Additional Arguements"
> window, but there are no options in the box, so I don't pick anything.
> Winsound crashes every time, too. What am I doing wrong? Do I need to do
> anything else? I use the latest versions of Winsound & Consound on Windows
> 98 & I use a Turtlebeach Pinnacle soundcard for my MIDI port.
>
> Thank you,
> Marc Poirier
> ------- End of forwarded message -------
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Date: Thu, 7 Oct 99 21:43:41 BST
From: J P Fitch
To: csound@maths.ex.ac.uk
Subject: From Richard Boulanger
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----- Forwarded message # 1:
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To: jpff@maths.bath.ac.uk
From: "Dr. Richard Boulanger"
Subject: Please post this message for me to the list
Date: Thu, 7 Oct 1999 13:53:18 -0400
Dear Csound,
I will have details and news on The Csound Book and a number of exciting
new Csound initiatives that I have been negotiating with MIT Press in the
next week - including a 4 CD Series "The Csound Masters" and Csound
Composition and Instrument Design Contests. I am preparing to burn the
CD-ROM master and would like to include the instruments that have been
submitted to the Csound Mailing List over the past few years... at least
all those that I could get to run.
Over the past 2 years, I have hired students to clean up and organize all
of the Csound instruments into a consistant format (there are 2000 others
that I have collected as well), but they lost track of the email addresses
and names of the authors of these following 100 instruments. (Actually
some of them are mine! But I can't remember them at this stage either.)
What I am hoping is that you will download either the .sit or .zip version
of the "various" folder below and see if you recognize the designs....
There is, in fact a really lovely composition in this group and I would
especially like to know the author of this. Can you check it out and get
back to me in a week? Also, if you do not want your designs included on
the cd-rom, please let me know. But rest assured, that everyone involved
in The Csound Book project holds the copyright to their compositions and
instrument designs.
More news very soon. Thanks for your help...
http://mitpress.mit.edu/e-books/csound/fpage/instr/Various.sit
http://mitpress.mit.edu/e-books/csound/fpage/instr/Various.zip
Dr. Richard Boulanger
editor
The Csound Book!!!!
_____________________________________________________________
Dr. Richard Boulanger
Professor - Music Synthesis Department
Berklee College of Music
1140 Boylston Street - Boston, MA 02215-3693
Office Phone: (617) 747-2485 Office Fax: (617) 536-2257
Email: radiobaton@earthlink.net OR rboulanger@berklee.edu
_____________________________________________________________
Personal Webpage: http://home.earthlink.net/~radiobaton/
Everything Csound: http://www.csound.org
_____________________________________________________________
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Date: Thu, 07 Oct 1999 23:10:24 +0200
From: Gabriel Maldonado
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Subject: [ANNOUNCE] DirectCsound 3.0 (beta) available
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Hi all,
DirectCsound 3.0 is available for download on my site:
http://web.tiscalinet.it/G-Maldonado
It involves the following features:
1) Windows DirectSoundCapture support (-+C flag). Low latency audio
input (for those audio cards that support it in native mode).
2) Windows DirectSound support of secondary buffers (-+S flag. This
makes DirectCsound compatible with more Windows platforms).
3) Support realtime three-dimensional audio (surround audio with some
audio cards): Microsoft's DirectSound3D and Creative's EAX 2.0
4) Windows DirectSound3D support. New opcodes: Init3dAudio, Out3d,
DsListenerPosition, DsListenerOrientation, DsListenerRolloffFactor,
DsListenerDistanceFactor, DsListenerSetAll, DsMode, DsPosition,
DsMinDistance, DsMaxDistance, DsConeAngles, DsConeOrientation,
DsConeOutsideVolume, DsSetAll, DsEaxSetDeferredFlag,
DsCommitDeferredSettings.
5) Creative's EAX 2.0 support: New opocodes: EaxListenerEnvironment,
EaxListenerEnvSize, EaxListenerEnvDiffusion, EaxListenerRoom,
EaxListenerRoomHF, EaxListenerDecayTime, EaxListenerDecayTimeHfRatio,
EaxListenerReflections, EaxListenerReflectionsDelay, EaxListenerReverb,
EaxListenerReverbDelay, EaxListenerRoomRolloff,
EaxListenerAirAbsorption, EaxListenerFlags, EaxListenerAll,
EaxSourceDirect, EaxSourceDirectHF, EaxSourceRoom, EaxSourceRoomHF,
EaxSourceObstruction, EaxSourceObstructionRatio, EaxSourceOcclusion,
EaxSourceOcclusionRatio, EaxSourceOcclusionRoomRatio,
EaxSourceRoomRolloff, EaxSourceAirAbsorption, EaxSourceOutsideVolumeHF,
EaxSourceFlags, EaxsourceAll
6) Termination action in response of a MIDI 0xF5 message (which at
present time is not used for any other purpose). So to terminate a
realtime session of DirectCsound is sufficient to send a 0xF5 byte via
MIDI. This help with shells, and makes useless to focus Csound console
and to press Ctrl-C. VMCI Plus 2.01 supports this feature.
--
Gabriel Maldonado
http://web.tiscalinet.it/G-Maldonado
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From: Nunativs
To: Csound Mailing List
Subject: Re: [ANNOUNCE] DirectCsound 3.0 (beta) available
Date: Thu, 7 Oct 1999 15:48:54 -0700
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Gabriel,
Just when I was starting to get into Linux........., no support for
Soundblaster Live!
-----Original Message-----
From: Gabriel Maldonado
To: Csound Mailing List
Date: Thursday, October 07, 1999 2:03 PM
Subject: [ANNOUNCE] DirectCsound 3.0 (beta) available
>Hi all,
>DirectCsound 3.0 is available for download on my site:
>
>http://web.tiscalinet.it/G-Maldonado
>
>It involves the following features:
>
>1) Windows DirectSoundCapture support (-+C flag). Low latency audio
>input (for those audio cards that support it in native mode).
>
>2) Windows DirectSound support of secondary buffers (-+S flag. This
>makes DirectCsound compatible with more Windows platforms).
>
>3) Support realtime three-dimensional audio (surround audio with some
>audio cards): Microsoft's DirectSound3D and Creative's EAX 2.0
>
>4) Windows DirectSound3D support. New opcodes: Init3dAudio, Out3d,
>DsListenerPosition, DsListenerOrientation, DsListenerRolloffFactor,
>DsListenerDistanceFactor, DsListenerSetAll, DsMode, DsPosition,
>DsMinDistance, DsMaxDistance, DsConeAngles, DsConeOrientation,
>DsConeOutsideVolume, DsSetAll, DsEaxSetDeferredFlag,
>DsCommitDeferredSettings.
>
>5) Creative's EAX 2.0 support: New opocodes: EaxListenerEnvironment,
>EaxListenerEnvSize, EaxListenerEnvDiffusion, EaxListenerRoom,
>EaxListenerRoomHF, EaxListenerDecayTime, EaxListenerDecayTimeHfRatio,
>EaxListenerReflections, EaxListenerReflectionsDelay, EaxListenerReverb,
>EaxListenerReverbDelay, EaxListenerRoomRolloff,
>EaxListenerAirAbsorption, EaxListenerFlags, EaxListenerAll,
>EaxSourceDirect, EaxSourceDirectHF, EaxSourceRoom, EaxSourceRoomHF,
>EaxSourceObstruction, EaxSourceObstructionRatio, EaxSourceOcclusion,
>EaxSourceOcclusionRatio, EaxSourceOcclusionRoomRatio,
>EaxSourceRoomRolloff, EaxSourceAirAbsorption, EaxSourceOutsideVolumeHF,
>EaxSourceFlags, EaxsourceAll
>
>6) Termination action in response of a MIDI 0xF5 message (which at
>present time is not used for any other purpose). So to terminate a
>realtime session of DirectCsound is sufficient to send a 0xF5 byte via
>MIDI. This help with shells, and makes useless to focus Csound console
>and to press Ctrl-C. VMCI Plus 2.01 supports this feature.
>
>--
>Gabriel Maldonado
>
>http://web.tiscalinet.it/G-Maldonado
>
>
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From: Michael Gogins
To: Stan Olejarz , csound@maths.ex.ac.uk
MMDF-Warning: Parse error in original version of preceding line at UK.AC.Bath.maths.omphalos
Subject: RE: designing an instrument
Date: Thu, 7 Oct 1999 21:42:48 -0400
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Use the Amsterdam Catalogue of Csound Computer Instruments and listen to
examples while looking at their code. Then try changing some parameters.
Not many people can imagine a timbre and then know how to code it - usually
you hear an instrument that sounds cool and adapt the code. Risset's
original instruments are now in their 4th or 5th generation of adapation.
The fact is, there aren't that many musically interesting algorithms:
filtered noise, 3 or 4 kinds of frequency modulation, stacked and/or detuned
additive synthesis, sampling, plucked and filtered string and waveguide
models, linear predictive coding, the phase vocoder. The Amsterdam book and
Hans Mikkelson's web site will get you through all of them. They are in all
the commercial synthesizers and samplers as well as in Csound. But
filtering, using 2 or more slightly different and/or detuned copies of an
algorithm ("chorusing"), reverberating, different FM ratios and indices, and
a little delayed feedback here and there, can create startlingly many
variations on these themes. If you have Generator or Reaktor by Native
Instruments, a Windows software synthesizer, it gives you a building block
and wiring diagram user interface with which you can build and vary
algorithms with all the same basic opcodes but in a more intuitive way. It
has a free downloadable demo. Syd will do the same thing less fancily but is
completely free for both Mac and Windows. Once you play with these
instruments, you can use Csound to really go to town; I have frequently been
able to get Csound to sound better than its "easier to use" competition but
it takes a lot of refinement of algorithms, writing float soundfiles, and
using 1 control sample for each audio sample.
-----Original Message-----
From: owner-csound-outgoing@maths.ex.ac.uk
[mailto:owner-csound-outgoing@maths.ex.ac.uk]On Behalf Of Stan Olejarz
Sent: Thursday, October 07, 1999 2:06 PM
To: csound@maths.ex.ac.uk
Subject: designing an instrument
Just curious as to what creative procedure is best used to create an
instrument? Would one (a)- create the timbre of the instrument first,
and if so how would one go about this? Would your instrument be focused
around fuunction statements or sound generators such as foscil, buzz,
etc.?
Any insight would be gratefully appreciated
Stan Olejarz
Toronto,Canada
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Date: Fri, 08 Oct 1999 02:32:36 -0400
From: Paul Winkler
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Subject: Re: [mpoirier@virtu.sar.usf.edu: 2 real-time Csound questions]
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I don't know about your second question, but as to the first:
> From: Marc 3 Poirier
> Subject: 2 real-time Csound questions
>
> 1) Is it possible to have real-time sound output during instrument
> rendering & have that sound written to a file at the same time?
I just started playing with this using the soundout opcode. It works.
The current limitation seems to be that you can only write
single-channel files, so you have to use 2 soundout statements to
separate files if you want stereo. Also, you can only save "raw"
(un-headered) files. Combine the files later in a sound editor or
something.
Quick example:
instr 1
; Save realtime input to a file, silently
adummy init 0
a1, a2 ins
soundout a1, "left", 4 ; works, but cannot make
headered ; files.
; Note also that "soundouts" is NOT working yet.
; so we can only do mono.
soundout a2, "right", 4
outs adummy, adummy ; change this to a1, a2 if you want to hear
; realtime output
endin
I just noticed G. Maldonado's "fout" family of opcodes which seem to do
the same thing with much more flexibility, including writing .wav files.
They are included in very recent versions (not 3.54 which I have.)
---PW
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Date: Fri, 08 Oct 1999 02:51:57 -0400
From: Paul Winkler
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To: Stan Olejarz
CC: csound@maths.ex.ac.uk
Subject: Re: designing an instrument
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Stan Olejarz wrote:
>
> Just curious as to what creative procedure is best used to create an
> instrument? Would one (a)- create the timbre of the instrument first,
> and if so how would one go about this? Would your instrument be focused
> around fuunction statements or sound generators such as foscil, buzz,
> etc.?
Well, since I'm currently struggling with an instrument that's
stubbornly not quite doing what I want, I've been thinking about this
today.
I find it hard to keep track of what I've already tried, what didn't
work, etc. The method I'm evolving at the moment is something like:
1) Take notes (pencil & paper) on what I'm trying to get the instrument
to do
2) Imagine some possible ways to do that (this is the creative part).
For me, at this stage I am not thinking about opcodes at all; I'm
thinking conceptually about how this sound or effect might be done
(either in analog, which I understand reasonably well, or
mathematically, which I don't understand well at all, or just in some
vague conceptual notion of what the sound is "doing").
3) Pick a method that looks promising; break it down into more specific
steps.
4) Browse around the csound manual looking for opcodes to handle key
steps of this instr. Familiarity helps a lot here.
5) Write a new .orc file. instr 1 is your first attempt at the
instrument. Leave out all the fancy features: just try to get something
really basic that works and demonstrates the essential core concept of
the instrument. Edit instr 1 until it does something. At this point you
may find the basic idea is a total dud. If so,write a comment to that
effect, abandon instr 1, and start instr 2 based on an alternative
method from your notes. Keep trying until you have an instrument that
does something promising. Write a comment in the instrument saying that
it basically works.
6) DON'T add features to, or modify, the basic working instrument.
Instead, copy it to a new instrument, re-number it, add the feature, and
test the new instrument. This way you always have a record of something
that worked. This is important when you change something that screws
everything up... but you're not sure how many changes you made or how
you screwed it up.
7) Repeat above steps as necessary.
Don't worry if you end up with a huge orc that contains 5 totally silent
instruments, 10 that make horrible noises nothing like you want, 10 that
sound very uninteresting, 10 that lack nice features you want, and only
one that does the job properly. You can always skip right to the end of
the file and copy the good instrument into a separate orc for your
composition (where you should put a comment about what file you copied
the instr. from, and what number it was in that file... in case you
change stuff later...)
My instrument is almost doing what I want now. :)
---------------- paul winkler ------------------
slinkP arts: music, sound, illustration, design, etc.
zarmzarm@hotmail.com --or-- slinkp AT ulster DOT net
http://www.ulster.net/~abigoo/
===========================
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From: David Boothe
To: Stan Olejarz , csound@maths.ex.ac.uk
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Subject: Re: designing an instrument
Date: Fri, 8 Oct 1999 02:01:53 -0500
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I go from general to specific.
First, I hear it in my mind's ear, then mentally "deconstruct" it to
determine what type of synthesis/opcode could produce such a sound. This
often involves getting a general idea for control signals, filters, etc.,
as well the basic opcode(s). (This is an acquired skill. Twenty-eight years
as a recording engineer helps a lot.) Only when I have a clear idea of what
sound I
want and generally what to do to get it, do I start coding.
When coding I start with the basic sound generator(s), adding modifiers and
control signals, so that the instrument and sound tends to grow from the
inside out, still trying to keep focused on my original concept.
Although I've made it sound so logical and holistic, there is still no small
amount of trial and error involved, and sometimes surprises.
But, adopting this approach, and using Csound as the machinery, I can
maintain a certain self-discipline and avoid wasting hours in aimless knob
twirling - a bad habit I developed back in modular analog days.
-David.
Stan wrote:
>Just curious as to what creative procedure is best used to create an
>instrument? Would one (a)- create the timbre of the instrument first,
__________________________________________________
Do You Yahoo!?
Bid and sell for free at http://auctions.yahoo.com
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To: csound
Date: Fri, 08 Oct 1999 16:46:53 +0900
From: merz foobar
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Hi everyone.
I Haven't used Csound in a while and am wondering what folks
are using to make scores on the Macintosh. When i used to
run Csound on my NeXT i used cshell scripts and a handy little
thing called Score11 by A. Brinkman. It is a little score
pre-processor that is especially good for quick and dirty stuff.
I believe that it is in pascal. I wonder if anyone has ported the
Score11 app to the Mac. Or if anyone knows If Brinkman has
let the code out. Anyway, i have some old Score11 scripts
that i would like to re-compile, and i am wondering if anyone
has Score11 up and going.
Meanwhile, what are others using? It is sort-of a pain to
write C code to make scores. Mac Perl still stinks and
i am not to hot to learn it anyway. Buying MAX or Excell
is a bit out of the question for now. Heck, if i had that kind
of money i would just buy SuperCollider.
cheers,
-kp
Seoul, Korea
kevin@raven.dartmouth.edu
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Date: Fri, 08 Oct 1999 10:32:58 +0200
From: Gabriel Maldonado
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Dear Csound Community,
I propose to divide the huge work of testing ALL Csound, opcodes,
providing a simple, short and essential example for each one
(DirectCsound now gives a count of 727(!!!) opcodes including original
Perry Cook ToolKit, DS3d and EAX opcodes). This will hugely help the
developers to mantain the various versions, by batch testing all opcodes
(some old opcodes could be broken in newer versions). Those examples can
also be included in the manual. Unfortunately testing an opcode, can
sometime require more time than implement a new one.
So I'm searching many willing csounders in order to organize a division
of this hard work.
Any candidate can be included in the Team. We can divide the opcodes in
family groups or proceed alphabetically. Any idea?
P.S. I remember that an alphabetical list of all opcodes implemented in
a Csound version can be obtained by running Csound with the following
command line:
csound --opcodes.txt -z1
where the file "opcodes.txt" is the target text file containing the
list.
BtW: How many people is included in this list?
Thanks in advance
--
Gabriel Maldonado
http://web.tiscalinet.it/G-Maldonado
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